Re: Wealth factored into population DLC
Posted: Fri Jun 19, 2020 8:18 pm
I do like the sound of this
colonel_truman wrote: ↑Fri Jun 19, 2020 10:40 am
Yes, but in the CES you are playing to develop the cities and you end up caring about them, so you want the people to prosper. Adding a wealthy class (whatever that might be) where you can see it grow will give us that.
Sounds good. Let's discuss the possibilities and assess the feasibility together.
However we always need the workers to be cheap, otherwise it pushes up the price of the product. And would push up Pensions ect but that is another post entirely.
We also have to look at the reality's in true life. Companies are always looking at either getting more out of a worker for more money but not employing more or replacing them with robots/AI.
I will create a new post regarding 4G industry as I think it will tie in with this post. Farming is a good example, as the technology increases, it's demand on workers become less, so yes you may pay more, but you have less workers to pay, so the vast don't prosper, the few do. Again Caplab doesn't cater for technology and less workers you require. Many car industry sims do cater for this as your always after more production and less workers due to wages and pensions ect. Gear City replicates this well. You have a problem later on, where the Pension just get's out of hand and you look at trying to produce more cars with less workers for that reason.
colonel_truman wrote: ↑Fri Jun 19, 2020 10:40 am
Yes, but in the CES you are playing to develop the cities and you end up caring about them, so you want the people to prosper. Adding a wealthy class (whatever that might be) where you can see it grow will give us that.
Sounds good. Let's discuss the possibilities and assess the feasibility together.
However we always need the workers to be cheap, otherwise it pushes up the price of the product. And would push up Pensions ect but that is another post entirely.
We also have to look at the reality's in true life. Companies are always looking at either getting more out of a worker for more money but not employing more or replacing them with robots/AI.
I will create a new post regarding 4G industry as I think it will tie in with this post. Farming is a good example, as the technology increases, it's demand on workers become less, so yes you may pay more, but you have less workers to pay, so the vast don't prosper, the few do. Again Caplab doesn't cater for technology and less workers you require. Many car industry sims do cater for this as your always after more production and less workers due to wages and pensions ect. Gear City replicates this well. You have a problem later on, where the Pension just get's out of hand and you look at trying to produce more cars with less workers for that reason.